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Arabia

508081883Analyzed
4v4 RM · 11d ago on Sep 20, 2026· 21m 19s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
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1698
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1593
+17
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1538
+20
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1234
+29
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1657
-21
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1584
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1583
-19
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1580
-19
Player eAPM Actions Feudal Castle Imperial Opening
88 1,868 9:08 — — ⚔ Archer Rush
70 1,490 10:18 — — ⚔ M@A into Archers
67 1,438 10:33 — — ⚔ Archer Rush
55 1,170 9:24 — — ⚔ Archer Rush
50 1,059 9:19 — — ⚔ Scout Rush
46 986 8:25 — — ⚔ Scout Rush
40 858 9:02 — — ⚔ Scout Rush
39 842 9:01 21:19 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,075 3,210 350 0 8,635 9,026
5,095 2,968 150 125 8,338 9,531
3,320 3,727 1,065 0 8,112 9,137
4,340 3,118 250 0 7,708 8,368
3,220 3,133 935 205 7,493 7,755
3,330 2,602 1,130 125 7,187 7,400
3,410 2,362 50 0 5,822 5,986
2,150 2,178 955 0 5,283 5,587
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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